//==============================================================================
// Speech File for Mission 03 - Rock Falls.
//Version 1.6
// The format for the speech file is explained in the README.txt file in the
// speech file directory.
//
//==============================================================================

//==============================================================================
// Mission Briefing
// Note: General Barnaky's voice does the briefing and debriefing.
//==============================================================================

MISSION_03_BRIEF = {Spocznij, onierzu.\n\n

Czas sprawdzi twoje umiejtnoci. Raporty donosz o duym zgromadzeniu bandytw w jednym z ich gwnych obozw. To daje nam szans na sparaliowanie ich aktywnoci bez uganiania si po pustkowiach. Nie bdziemy tolerowa ich obecnoci w naszym regionie.\n\n

Wywiad dostarczy nowych informacji. W obozie znajduje si urzdzenie zdobyte przez bandytw na nowym wrogu. Nasi skrybowie bardzo chtnie by je zbadali.\n\n

Podczas tej misji masz dwa zadania. Pierwsze z nich to odzyskanie urzdzenia. Drugie to eliminacja wszystkich bandytw w rejonie.\n\n

Nadesza pora, by mieszkacy Pustkowia zrozumieli, e w tej okolicy jest jedna sia. Nie wolno wam bra jecw. Zrozumiano, Kadecie? Chc by ich koci bielay w socu pustyni.\n\n

Nie moecie zawie.\n\n

Odmaszerowa!}

//==============================================================================
// Mission Debriefing
//==============================================================================


//==============================================================================
// Situation A: Raiders are all eliminated. Bulk of debrief that will be present in every debrief scenario.
// Tone/Mood: Jubilant, triumphant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_A01 = {Gratuluj, onierzu.\n\n

Dzi tworzylicie histori. Przywdca bandytw zosta wyeliminowany, a jego siy zamane. Moe zainteresuje ci fakt, e zwoki wszystkich bandytw, po ukrzyowaniu, zostan wystawione na widok publiczny. Ma to zniechci tych, ktrzy chcieliby pj w ich lady.\n\n

Ich baza bdzie doskonaym posterunkiem Bractwa, bo zapasy s nienaruszone. Wspaniae zwycistwo... nie tra jednak czujnoci. W Bractwie jest takie powiedzenie: "Zawsze jest nastpny wrg".
}
//==============================================================================


//==============================================================================
// Situation B: Raiders are all eliminated. Device has been retrieved.
// Tone/Mood: Jubilant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_B01 = {Odzyskane przez ciebie urzdzenie jest bardzo interesujce. Skrybowie uwaaj, e jest to proteza rki. To, co rzuca si w oczy, to fakt, e zostaa ona wyprodukowana cakiem niedawno. Nawet Bractwo nie dysponuje tak zaawansowan technologi. Z czasem jednak poznamy jej sekrety i wykorzystamy t wiedz dla celw Bractwa.}
//==============================================================================

//==============================================================================
// Situation C: Dyson the scribe is rescued and makes it off the map alive.
// Tone/Mood: Jubilant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_C01 = {Uwolnienie skryby byo mdrym posuniciem. Jego wiedza o tym urzdzeniu moe by pomocna. Jest w dobrym zdrowiu i szybko przychodzi do siebie. Bezzwocznie przejdzie szkolenie kadeta. Tylko tak dalej, a kto wie, moe pewnego dnia dostaniesz przydzia do oddziau Sztylet.}
//==============================================================================

//==============================================================================
// Situation C: Dyson the scribe is NOT rescued.
// Tone/Mood: Jubilant.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_C02 = {Szkoda, e schwytany skryba nie dotar do nas razem z urzdzeniem. Kto wie, co odkry podczas pracy. Chc by starannie rozway efekty wszystkich swoich dziaa.}
//===========

//==============================================================================
// Situation D: If Dyson was never spoken to. Also, this will end the debrief regardless.
//------------------------------------------------------------------------------

MISSION_03_DEBRIEF_D01 = {Odmaszerowa.}
//===========


//==============================================================================
// Mini-map Information
//==============================================================================

M03_MiniMap_01 = {Tutaj zaczynasz. Ukryj si po rozpoczciu misji. Zrujnowane miasto powinno zapewni ci na pocztku oson.}
M03_MiniMap_02 = {Ten prowizoryczny budynek to kwatera dowdcy bandytw. Musisz si liczy z oporem dobrze uzbrojonych stranikw.}
M03_MiniMap_03 = {Tu znajduje si gwna brama do kompleksu. Jest silnie broniona, atak frontalny jest niewskazany.}
M03_MiniMap_04 = {Tu znajduje si stary magazyn paliw.}
M03_MiniMap_05 = {Po poprzednim ataku ta cz ogrodzenia jest w kiepskim stanie. Moe uda si znale inne wejcie.}

//==============================================================================
// Objective Breakdowns:
//------------------------------------------------------------------------------
M03_OBJ_01 = {Zlikwiduj wszystkich przywdcw bandytw.}
M03_OBJ_02 = {Zdobd urzdzenie.}
M03_OBJ_03 = {Zadbaj o bezpieczestwo naukowca.}
//==============================================================================

//==============================================================================
// NOTICES
//------------------------------------------------------------------------------

M01_FAILUREA = {Krew leje si z kadego otworu, a ty uwiadamiasz sobie, e umrzesz jako dziewica.}
M03_FAILUREA = {Krew leje si z kadego otworu, a ty uwiadamiasz sobie, e umrzesz jako dziewica.}

// CHOOSE ONE AGAIN :)

M03_SUCCESSA = {Czterej przywdcy bandytw nie yj, ale by wykona zadanie musisz zdoby urzdzenie.}
M03_SUCCESSB = {To mechaniczne rami z pewnoci jest urzdzeniem, o ktrym mwia Starszyzna. Teraz musisz jeszcze zniszczy bandytw.}
M03_SUCCESSC = {Masz mechaniczne rami, a bandyci nie yj. Zadanie wykonane. Udajcie si na pozycje wyjciowe.}

//==============================================================================
// Name: Dyson Miles.
// Role: Prisoner.
// Background: Dyson is a scientist who was captured by the Raiders. They
// planned to use him to study the robot device.
//==============================================================================


//==============================================================================
// Situation A00: Dyson will talk to the player if spoken to. He will explain
// his situation and thank the player for freeing him. He explains that he
// will patiently wait the signal to run for safety.
//------------------------------------------------------------------------------
M03_Dyson_A00_W = {Naleysz do Bractwa Stali? Dziki Bogu, e tu jestecie! Mam na imi Dyson. Byem w drodze do waszej bazy, gdy mnie schwytali. Kiedy powiedziaem im, e jestem skryb, odczyli mnie od innych i kazali pracowa nad tym urzdzeniem. Nie mam pojcia, skd je ukradli. Nigdy nie widziaem nic o podobnej konstrukcji.\n\n

Posuchaj, jeli chcesz, to moesz zatrzyma to urzdzenie. Tylko zabierz mnie z tego strasznego miejsca.\n\n

Zgoda? Znakomicie. Powiedz mi, kiedy bd mg si bezpiecznie oddali. Spotkamy si w waszej bazie.}
//==============================================================================


//==============================================================================
// Situation A01: Talking to Dyson again will trigger his run to safety.
//------------------------------------------------------------------------------
M03_Dyson_A01 = {W porzdku. Id. Spotkamy si w bazie. yczcie mi powodzenia!}
//==============================================================================


//==============================================================================
// Situation B: These are the random lines Dyson says before he speaks with
// the player. He is being held in a makeshift office, and he is making notes
// on the robotic arm.
//------------------------------------------------------------------------------
M03_Dyson_B00 = {Hmmm... to fascynujce.}
M03_Dyson_B01 = {Kondensator strumienia? Hmmm. To wymaga silnego rda zasilania.}
M03_Dyson_B02 = {Nie jestem pewien, czy to ma gdzie procesor neuralny.}
M03_Dyson_B03 = {Ach. Teraz troch rozumiem, jak to dziaa.}
M03_Dyson_B04 = {To chyba jaka zaawansowana proteza.}
M03_Dyson_B05 = {Hmmm...}
//==============================================================================


//==============================================================================
// Situation C: These are the random lines Dyson says after he speaks with
// the player. He will be awaiting the signal.
//------------------------------------------------------------------------------
M03_Dyson_C00 = {Hmmm...}
M03_Dyson_C01 = {Nie zapomnij, wystarczy swko i zmykam.}
M03_Dyson_C02 = {Powiedz, kiedy droga bdzie bezpieczna.}
M03_Dyson_C03 = {Dziki Bogu za Bractwo.}
M03_Dyson_C04 = {Chyba zaraziem si czerwonk.}
M03_Dyson_C05 = {Mam nadziej, ze pozwol mi wstpi do Bractwa.}
//==============================================================================

//==============================================================================
// Name: Jesse Gomer.
// Role: Captain of the Raiders.
// Background: Jesse is a tall, blond man in his late forties. His men call
// him 'Uncle Jesse' although not to his face. Jesse is the chief
// coordinator of the Raider army.
//
// Jesse's major concern isn't the Brotherhood. He is making plans for the
// Raider army against the robots from the west. He knows they will be heading
// this way soon. His dying speech voices his frustration - to be killed by
// the Brotherhood while distracted by the greater threat.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Jesse walks around inside his
// 'command centre' making plans.
//------------------------------------------------------------------------------
M03_Jesse_A00 = {Czy te barany, ktrych nazywamy zwiadowcami ju wrcili?}
M03_Jesse_A01 = {Musz si dowiedzie, co zamierza Bractwo.}
M03_Jesse_A02 = {Dobrze. Cholernie dobra robota.}
M03_Jesse_A03 = {Kacie im si wycofa.}
M03_Jesse_A04 = {Przesucie swoje druyny tu, tu i tu.}
M03_Jesse_A05 = {Cholera, potrzebujemy wicej rodkw medycznych!}
//==============================================================================


//==============================================================================
// Situation B: If the fuel dump is destroyed, Jesse's random lines before he
// sights the player will change.
//------------------------------------------------------------------------------
M03_Jesse_B00 = {Na wochate jaja mojego ojca, co to byo?}
M03_Jesse_B01 = {Podwoi warty. I TO JU!}
M03_Jesse_B02 = {Wysa wicej ludzi na przedni mur.}
M03_Jesse_B03 = {Sprawdzi, czy w bazie nie ma intruzw.}
M03_Jesse_B04 = {To mi pachnie tymi nazistami z Bractwa.}
M03_Jesse_B05 = {Wszyscy maj by czujni!}
//==============================================================================


//==============================================================================
// Situation C00: If Jesse sees the player, he will switch to combat taunts,
// but not before he acknowledges their presence. This line of text is
// spoken as soon as Jesse is aware of the player.
//------------------------------------------------------------------------------
M03_Jesse_C00_W = {Albo jestecie naprawd cwani, albo kompletnie gupi, skoro zjawilicie si w mojej czci lasu, frajerzy. Nikt nie atakuje tego obozu, nawet Bractwo! Bierzcie ich, chopcy, ale zostawcie jednego kutasa dla mojej sodkiej Daisy.\n\n

Zabijcie ich szybko! Na zachodzie mamy powaniejszy kopot.}
//==============================================================================


//==============================================================================
// Situation C01: If Jesse is injured horribly and near death, he will curse
// the player before he dies. Jesse is bleeding and short of breath. He is
// angry and frustrated that he has been defeated while concerned about the
// war with the robots to the west.
//------------------------------------------------------------------------------
M03_Jesse_C01_W = {Udao ci si wygra ze starym Jesse, ale masz wikszy problem.\n\n

(charcze) Ciekawe, jak twoje mae onierzyki poradz sobie z tymi potworami... *westchnienie*}
//==============================================================================




//==============================================================================
// Name: Daisy-May Gomer.
// Role: Inquistor of the Camp.
// Background: Daisy-May is the niece of Jesse Gomer, and that link provides
// her with all sorts of benefits. She is a dominatrix with a penchant for
// torture.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Daisy-May walks around her room
// indulging in a spot of wet-work.
//------------------------------------------------------------------------------
M03_Daisy_A00 = {Wujek Jesse powiedzia, e cauj najlepiej w caym obozie.}
M03_Daisy_A01 = {Nie obchodzi mnie, czy bdziesz krzycza moje imi. Wane eby w ogle krzycza!}
M03_Daisy_A02 = {Cholera! Ju sikasz krwi? Dopiero zaczam.}
M03_Daisy_A03 = {Jak skocz, kopniak w jaja wyda ci si anielsk pieszczot.}
M03_Daisy_A04 = {Powoli zdejmij spodnie... powiedziaam POWOLI!}

//==============================================================================


//==============================================================================
// Situation B: After sighting the player, Daisy-May is special, as she will
// have her own special set of taunts.
//------------------------------------------------------------------------------
M03_Daisy_B00 = {Zawi ci go na supe!}
M03_Daisy_B01 = {Niedugo bdziesz krzycza.}
M03_Daisy_B02 = {Wujek Jesse powiedzia, e cauj najlepiej w caym obozie.}
M03_Daisy_B03 = {Bdziesz licznie wyglda w skrzanym kapturze.}
M03_Daisy_B04 = {Bylicie grzeczni, chopcy z Bractwa?}
M03_Daisy_B05 = {Trzeba ukara niegrzeczne dzieci.}
//==============================================================================


//==============================================================================
// Situation C: Upon sighting the player, Daisy will say.
//------------------------------------------------------------------------------
M03_Daisy_C01_W = {Hmmm. Masz w ekipie par zgrabnych tyeczkw. Moe zatrzymam kilku z was jako osobistych niewolnikw. Zobaczymy co potraficie!}
//==============================================================================




//==============================================================================
// Name: Bo Duffy.
// Role: An exceptionally stupid Raider.
// Background: Bo was dropped on his head a few too many times when he was a
// baby. He isn't the brightest kid on the block, but he's beefy and he likes
// to kill stuff; that pretty much makes him good Raider material.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Bo has various random lines of
// speech that indicate that he is... special.
//------------------------------------------------------------------------------
M03_Bo_A00 = {Bo nie lubi byszczce potwory.}
M03_Bo_A01 = {Ojej. Bo znowu ubrudzi spodnie mierdzcym botem.}
M03_Bo_A02 = {Bo lubi si bi.}
M03_Bo_A03 = {Czemu wujek Jeese upuci mnie na gwk, jak byem may?}
M03_Bo_A04 = {*lini si*}
M03_Bo_A05 = {Bo umie si bi.}
//==============================================================================


//==============================================================================
// Situation B: After sighting the player, Bo has some nice choice lines as
// he attempts to bash the squad.
//------------------------------------------------------------------------------
M03_Bo_B00 = {Nie uda ci si zrani Bo!}
M03_Bo_B01 = {Bo ci zbije!}
M03_Bo_B02 = {Wy nie uwolni winiw!}
M03_Bo_B03 = {Bo chcie seksualnego niewolnika, tak jak Daisy. Moe to bdziesz ty?}
M03_Bo_B04 = {Bo bije bardzo mocno.}
M03_Bo_B05 = {Ojej. Bo znowu ubrudzi spodnie mierdzcym botem.}
//==============================================================================


//==============================================================================
// Situation C: Upon sighting the player, Bo will say one of a few taunts to
// show that he cares.
//------------------------------------------------------------------------------
M03_Bo_C01_W = {RRrrrrrr! Wam nie wolno tu by! Bo spuci wam bcki!}
//==============================================================================




//==============================================================================
// Name: Luke Daniels.
// Role: Another Raider with some smart comments of his own.
// Background: Luke is a character out of a western movie. He wants to be the
// fastest gun-slinger in the waste.
//==============================================================================


//==============================================================================
// Situation A: Before sighting the player, Luke saunters around acting like
// he's a real hero.
//------------------------------------------------------------------------------
M03_Luke_A00 = {Jestem najszybszym rewolwerowcem na Zachodzie.}
M03_Luke_A01 = {Uwaaj Tex, bo ci dam nauczk.}
M03_Luke_A02 = {aden szeryf mnie nie dopadnie.}
M03_Luke_A03 = {Do mnie mwisz? Do mnie?}
M03_Luke_A04 = {Ha! Sukinsyny!}
M03_Luke_A05 = {Mylisz, e jeste twardy? No co, jeste?}
//==============================================================================


//==============================================================================
// Situation B: Once he sights the player, Luke will taunt and chew gum like
// the best of them.
//------------------------------------------------------------------------------
M03_Luke_B00 = {Juuhuu! Uczyni ci sawnym.}
M03_Luke_B01 = {Szeryfie, jeste trupem!}
M03_Luke_B02 = {Do diaba, jestecie tylko band dzikusw!}
M03_Luke_B03 = {Siostra czy nie, Daisy i tak jest nieza!}
M03_Luke_B04 = {Chcesz walczy? Posadz kwiatki na twoim grobie!}
M03_Luke_B05 = {Bo! Pom mi, ty gupi bydlaku!}
//==============================================================================


//==============================================================================
// Situation C: Upon sighting the player, Luke warms to them with one of these
// lines.
//------------------------------------------------------------------------------
M03_Luke_C00 = {No prosz, prosz, czy to nie chopcy szeryfa?}
M03_Luke_C01 = {Do diaba, chyba czas sobie postrzela!}
M03_Luke_C02 = {To obz jest za may dla nas dwch.}
//==============================================================================




//==============================================================================
// Name: Nanuk.
// Role: A good-looking prisoner.
// Background: An unfortunate tribal prisoner who is kept as an unwilling sex
// slave for Daisy-May. Nanuk has developed a nasty rash and a burning
// sensation while he urinates. He longs for release.
//
// Note: I'm not sure if Nanuk should have a voice-over for his B00 speech.
//==============================================================================



//==============================================================================
// Situation A: Before being freed, Nanuk will bemoan his fate. He alludes to
// a variety of unpleasant things that Daisy-May has done to him.
//------------------------------------------------------------------------------
M03_Nanuk_A00 = {Ale boli. Musz odpocz.}
M03_Nanuk_A01 = {Nanuk nie bdzie mg zaoy bieli na weselu.}
M03_Nanuk_A02 = {Ona mi robia bardzo brzydkie rzeczy.}
M03_Nanuk_A03 = {Ja... *szlocha* Wstydz si powiedzie.}
M03_Nanuk_A04 = {Daisy mnie wizaa.}
M03_Nanuk_A05 = {Nanuk bdzie grzeczny. Prosz, nie rb mi ju tego! Prosz!}
//==============================================================================

//==============================================================================
// Situation B00: If Nanuk talks to the player, it means that he is probably
// freed. He will rush out and run off once the player talks to him, paying no
// regard to his personal safety.
//------------------------------------------------------------------------------
M03_Nanuk_B00_W = {
Ooch! Ty uwolni Nanuka? Daisy niedobra dla "maego dzikuska" Nanuka. Ona robi ze rzeczy. Rzeczy ktre bol. Nanuk mie teraz brzydka wysypka, ktra mierdzie. Prosz, ty uwolni Nanuka. Ja musie szybko rozmawia ze znachor.\n\n

Ja biec. Musie szybko znale szamana.\n\n
}
//==============================================================================





//==============================================================================
// Raiders:
// The Raiders are divided into their main roles in the mission. These are
// the various situations that the Raiders may be encountered in. Typically
// they have one state: Before seeing the player. After seeing the player, the
// combat AI takes over and combat taunts are used.
//
// All Raider lines are floating text.
//==============================================================================


//==============================================================================
// Raider Situation A: These Raiders are on patrol with their dogs. All their
// lines are floating text. These are alert Raiders.
//------------------------------------------------------------------------------
M03_Raider_A00 = {Ci! Co to byo?}
M03_Raider_A01 = {Sta, kto idzie?}
M03_Raider_A02 = {Cholera, te psy s do niczego!}
M03_Raider_A03 = {Czekaj, chyba moja suka co poczua.}
M03_Raider_A04 = {Gdzie oni s?}
M03_Raider_A05 = {Znajdziemy ich.}
//==============================================================================


//==============================================================================
// Raider Situation B: These Raiders are on guard duty. That is, they guard
// any prisoners.
//------------------------------------------------------------------------------
M03_Raider_B00 = {Nigdy nie pjd z Daisy. Ona jest chora!}
M03_Raider_B01 = {Teraz ty wymieniasz kube na odchody dla niewolnikw. Poprzednio ja to robiem!}
M03_Raider_B02 = {Ahhh... nie ma to jak sta na warcie.}
M03_Raider_B03 = {Ten niewolnik znowu robi kopoty?}
M03_Raider_B04 = {Kiedy miaem opory przed rabowaniem. Ale ju mi przeszo.}
M03_Raider_B05 = {Jak znowu dadz mi podwjn zmian na warcie...}
//==============================================================================


//==============================================================================
// Raider Situation C: These are comment made by general Raiders, or those on
// sentry duty.
//------------------------------------------------------------------------------
M03_Raider_C00 = {A syszae ten o niewolniku i ghulu?}
M03_Raider_C01 = {Syszae to?}
M03_Raider_C02 = {Bya taka historia o mleczarce i biczu...}
M03_Raider_C03 = {Ha ha ha. Opowiedz jeszcze raz.}
M03_Raider_C04 = {Niewolnicy s jak psy. Trzeba ich wychowywa od modego i szybko poskromi.}
M03_Raider_C05 = {Dobra. Ksidz, dziwka i bramin wchodz do krypty...}
//==============================================================================


//==============================================================================
// Raider Situation D: These Raiders have just discovered that the fuel tank
// has exploded.
//------------------------------------------------------------------------------
M03_Raider_D00 = {Rany boskie! Co to?}
M03_Raider_D01 = {Co do cholery!?}
M03_Raider_D02 = {Jesse nie bdzie zadowolony.}
M03_Raider_D03 = {Atakuj nas!}
M03_Raider_D04 = {Jeli kto zgin od wybuchu... zabieram jego rzeczy!}
M03_Raider_D05 = {Kurwa! Kto pilnowa skadu paliw?}
//==============================================================================


//==============================================================================
// Raider Situation E: Sleeping Raiders.
//------------------------------------------------------------------------------
M03_Raider_E00 = {Hik.}
M03_Raider_E01 = {*chrapanie* chrrr...}
M03_Raider_E02 = {Chrrr...}
M03_Raider_E03 = {Burp. Chrrr...}
M03_Raider_E04 = {Chrrr... chrrr...}
M03_Raider_E05 = {*smarkanie*}
//==============================================================================


//==============================================================================
// Raider Situation F: Raiders see the front gate being attacked.
//------------------------------------------------------------------------------
M03_Raider_F00 = {O rany! Atakuj nas!}
M03_Raider_F01 = {To ci cholerni stre prawa!}
M03_Raider_F02 = {Intruzi! Wezwijcie posiki!}
M03_Raider_F03 = {Id do bramy!}
M03_Raider_F04 = {Broni bramy!}
M03_Raider_F05 = {Na nich, chopcy!}
//==============================================================================


//==============================================================================
// Raider Situation G: Raider reinforcement to the front gate.
//------------------------------------------------------------------------------
M03_Raider_G00 = {Idziemy!}
M03_Raider_G01 = {Mam nadziej, e to nie mutanci wrcili!}
M03_Raider_G02 = {Ilu?}
M03_Raider_G03 = {Dobra, tylko mi poka gdzie s.}
M03_Raider_G04 = {Bierzmy si za nich.}
M03_Raider_G05 = {Zapiemy ich w puapk.}
//==============================================================================


//==============================================================================
// Raider Situation H: Raiders see the players in the compound. They'll shout
// out the alarm. These are lines that they might say.
//------------------------------------------------------------------------------
M03_Raider_H00 = {Alarm! Alarm! Intruzi!}
M03_Raider_H01 = {Ogosi alarm! Intruzi!}
M03_Raider_H02 = {Uwaga, atakuj!}
M03_Raider_H03 = {Atakuj! Wezwijcie wartownikw!}
M03_Raider_H04 = {O kurde! Mamy towarzystwo!}
M03_Raider_H05 = {Do diaba, jak ominli wartownikw?}
//==============================================================================


//==============================================================================
// Raider Situation I: Raiders see the gate to the 'command center' opened.
//------------------------------------------------------------------------------
M03_Raider_I00 = {Do diaba! Kto zadar z szefem.}
M03_Raider_I01 = {Wujek Jesse skopie nam tyki za ten bajzel.}
M03_Raider_I02 = {O kurde, wujek Jesse na pewno odda mnie Daisy-May.}
M03_Raider_I03 = {Alarm! Wujek Jesse ma kopoty.}
M03_Raider_I04 = {Wewntrzna brama jest otwarta!}
M03_Raider_I05 = {Co to, do diaba? Alarm!}
//==============================================================================

//==============================================================================
// Prisoners:
//These are prisoners in one place in the camp
//
// All Prisoner lines are floating text.
//==============================================================================

//==============================================================================
// Prisoner Situation A: Prisoners not free Note: Please add dead body with prisoners.
//------------------------------------------------------------------------------


M03_Prisoner_A00 = {Nie zostawiaj nas. Nie chcemy tak zgin.}
M03_Prisoner_A01 = {Chc wrci do domu.}
M03_Prisoner_A02 = {*szloch*}
M03_Prisoner_A03 = {Chyba pobili Douga na mier. Przesta si rusza.}
M03_Prisoner_A04 = {Nie chc by niewolnikiem!}
M03_Prisoner_A05 = {Dokd zabrali moje dzieci?}

//==============================================================================

//==============================================================================
// Prisoner Situation B: Prisoners free
//------------------------------------------------------------------------------


M03_Prisoner_B00 = {Wynosz si std!}
M03_Prisoner_B01 = {Dzikujemy ci!}
M03_Prisoner_B02 = {Wracajmy do domu.}
M03_Prisoner_B03 = {Jak zobaczymy jakich bandytw...}
M03_Prisoner_B04 = {Widzielicie gdzie moj on?}
M03_Prisoner_B05 = {Wol umrze, ni tu zosta!}

//==============================================================================
// ADDED 30.12.00 by Ed

//==============================================================================
// Mission Specific Tags
//==============================================================================

name_m03_Cell01Key = {Klucz}
desc_m03_Cell01Key = {Klucz do celi wiziennej.}

name_m03_Cell02Key = {Klucz do wizienia}
desc_m03_Cell02Key = {Klucz do celi naukowca.}

name_m03_LeaderKey = {Klucz do bramy}
desc_m03_LeaderKey = {Klucz do pomieszczenia z przecznikiem bramy.}

name_mis03RobotArm = {Mechaniczna rka}
desc_mis03RobotArm = {Jakie urzdzenie mechaniczne.}

